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Author Topic: Changelog + Old OXCE+ discussion thread  (Read 354248 times)

Offline BTAxis

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Re: Meridian's resources and mods for X-PirateZ
« Reply #915 on: November 17, 2016, 06:47:01 pm »
Hi Meridian,
OXC allows you to re-order soldiers in the craft crew menu by using the mouse wheel on the up/down buttons. OXCE+ adds the same buttons to the main soldiers menu, but the mouse wheel does not work on these. Is it possible to add that functonality?

Offline khade

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Re: Meridian's resources and mods for X-PirateZ
« Reply #916 on: November 17, 2016, 09:59:23 pm »
I'm pretty sure that's already possible, it's in the settings.  But I could be wrong.

Offline BTAxis

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Re: Meridian's resources and mods for X-PirateZ
« Reply #917 on: November 17, 2016, 10:10:02 pm »
There is a setting, but it doesn't affect the buttons in the soldiers menu.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #918 on: November 18, 2016, 02:39:46 am »
Hi Meridian,
OXC allows you to re-order soldiers in the craft crew menu by using the mouse wheel on the up/down buttons. OXCE+ adds the same buttons to the main soldiers menu, but the mouse wheel does not work on these. Is it possible to add that functonality?

I didn't even know this was possible in OXC. I will add it...

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #919 on: November 18, 2016, 06:56:07 am »
Another humble request:
Could we get hotkey in most screens to open the ufopaedia. "u" isn't bound to much on many screens (buy/sell, for example) and it'd be nice sometimes to be able to consult it. The middle click giving a list of item use on the sell screen is great, btw.

Offline BTAxis

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Re: Meridian's resources and mods for X-PirateZ
« Reply #920 on: November 18, 2016, 11:53:41 am »
Another humble request:
Could we get hotkey in most screens to open the ufopaedia. "u" isn't bound to much on many screens (buy/sell, for example) and it'd be nice sometimes to be able to consult it. The middle click giving a list of item use on the sell screen is great, btw.
Speaking of which, middle click on items in the stores menu (accessed from the base overview) currently does nothing. I think there's an opportunity there also.

Offline bladum

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Re: Meridian's resources and mods for X-PirateZ
« Reply #921 on: November 18, 2016, 05:06:17 pm »
@Meridian

i tried to compile your fork with VS2015 64 bit Release using your deps and latests YAML libs (5.3) yet still have errors.

What is latests manual to compile OXCE+ ?

Thanks

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #922 on: November 18, 2016, 06:19:20 pm »
It's still the same. Deps are 32bit, so better switch to 32bit Release.

Offline bladum

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Re: Meridian's resources and mods for X-PirateZ
« Reply #923 on: November 19, 2016, 04:08:21 pm »
thanks its working now.

Any Chance to have OXCE+ related strings added to download seperatly, not just bundled with Piratez mod ? Thanks

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #924 on: November 20, 2016, 09:56:50 am »
Any Chance to have OXCE+ related strings added to download seperatly, not just bundled with Piratez mod ? Thanks

Yes, anybody can do that... we just need a volunteer.

Many of them are already in this thread, many can be found via "more info" links, and the rest is in the log file.

Offline CaptainCorkscrew

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Re: Meridian's resources and mods for X-PirateZ
« Reply #925 on: November 20, 2016, 01:00:40 pm »
I think I encountered a bug with the night vision. When I hold space, the game switches to night vision mode but also cycles to the next soldier.
This is a bit odd already.
In addition, if I press the next soldier button while keeping space pressed then it cycles through the soldiers but leaves some out (even though they have full TUs).

This is with latest OXCE+ 3.3 from git.

Online ohartenstein23

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Re: Meridian's resources and mods for X-PirateZ
« Reply #926 on: November 20, 2016, 03:21:29 pm »
Not a bug, it's that space is bound to both next soldier and the NV mode; rebind the key for one or the other in options.

Offline Eddie

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Re: Meridian's resources and mods for X-PirateZ
« Reply #927 on: November 20, 2016, 04:18:38 pm »
We should probably change the default key of nightvision or next soldier.

Offline clownagent

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Re: Meridian's resources and mods for X-PirateZ
« Reply #928 on: November 20, 2016, 06:51:06 pm »
The sleep and wounded indicators on unconscious units are very useful.

Is it possible to define a 'burning indicator'?

I think I had a few unconscious units who burned to death, because I had no indicator.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #929 on: November 20, 2016, 07:30:00 pm »
I think I had a few unconscious units who burned to death, because I had no indicator.

Good point.